Thursday, June 21, 2018

Proposal: A village is not made of houses

Passes 6-0. Enacted by Brendan.

Adminned at 22 Jun 2018 23:38:22 UTC

For each bullet below in this proposal, the text before the first round bracket is its Title, the round bracketed number is its Score, the square bracketed word is its Type, the first sentence after the closing square bracket is its Constraint, the sentence after that is its Up Effect and the sentence after that is its Down Effect.

  • Mudling Settlers(1) [Labor] May only effect communities that are not suspicious of the wizard playing the card. Change the Faction of a Neutral Village to Mudling. Raise the economy rating of a ruin by 2 and change the Faction to Mudling
  • Barban Settlers(1) [Labor] May only effect communities that are not suspicious of the wizard playing the card. Change the Faction of a Neutral Village to Barban. Raise the war rating of a ruin by 2 and change the Faction to Barban
  • Grassfolk Settlers(1) [Labor] May only effect communities that are not suspicious of the wizard playing the card. Change the Faction of a Neutral Village to Grassfolk . Raise the culture rating of a ruin by 2 and change the Faction to Grassfolk
  • Redlander Settlers(1) [Labor] May only effect communities that are not suspicious of the wizard playing the card. Change the Faction of a Neutral Village or Town to Redlander . Change the Faction of a Village to Neutral
  •   Plague (2) [Spell] No Constraint. Reduce all ratings of a community by 1 and vex it. Reduce one rating of a community by 2 and vex it.
  •   Fertility (4) [Spell] May only effect communities friendly to the wizard playing the card. discard a card and increase all ratings of a community with positive size by 1. Discard a card and place a Person type card of your choice in your hand from the deck .
  •   Barban Warrior (1) [person] there must exist at least one Barban community. Increase the War rating of a Barban community by 1 . Reduce any rating of a community that is not Barban by 1.
  •   Grassfolk Poet(1) [person] there must exist at least one Grassfolk community. Increase the Culture rating of any community by 1 . Increase any rating of a Grassfolk community by 1 .
  •   Mudling Inventor(1) [person] there must exist at least one Mudling community. Increase the Economy rating of a Mudling community by 1. Discard a potion from your hand and play either its up effect or its down effect twice .
  •   Redlander King(1) [person] there must exist at least one Redlander community. Increase any rating of a neutral town or city by 1. Increase two ratings of a redlander town or city by 1.

For each bullet above in this proposal, make a subrule of “List of Cards” which has its Title, Score, Constraint and its two Effects.

Add to the rule “Factions”

A community with a faction of X may be referred to as an X community.
A card with a faction name in it may be reffered to as a “Faction Card” or as an “X Card”, where X is the name of the faction appearing.

Comments

9spaceking:

21-06-2018 15:18:44 UTC

interesting… before we go further, what do u plan war, culture, and economy to do?

derrick: he/him

21-06-2018 15:38:34 UTC

To make a community more or less susceptible to a given card. The requirement may need under an amount, over an amount, that a given stat is the highest for a community, that the city has the highest stat on the board, and so forth.

I’m trying to balance all three as equally useful, and I want to avoid effects that can apply to every single community unless they are weak. Ratings are a great way to differentiate this sort of thing.

I am hoping to pull ratings into the final scoring method, though primarily through the size stat, with some bonuses for the highest of each rating and perhaps the best balanced.

 

Kevan: City he/him

21-06-2018 16:59:10 UTC

for

LinkVanyali:

21-06-2018 18:29:59 UTC

for

9spaceking:

21-06-2018 19:31:54 UTC

for

Corona:

22-06-2018 18:42:58 UTC

for Plague is misspelled.

Brendan: he/him

22-06-2018 23:37:42 UTC

for